Economical Growth by Gemberkoekje

[raw]
made by Gemberkoekje for LD34 (COMPO)
Economical Growth is a simulation about Economical Growth... But despite all my good ideas at the beginning of the weekend, it ended up being a really basic form of a Civilization-esque game.

--- Please be aware that the loading takes quite a while, a minute or so, because the game is generating a map for you. ---

This is a 2 player game about growing your country and eventually destroying the other country.

(I intended something with ecological effects and disasters... yeah... maybe post-compo)

You start with 1 city. The city will produce Food and Basic Resources. With these, you can build a Settler. The Settler can settle another city - I suggest settling your second city near Forest. Forest gives extra Basic Resources.

To move, select the unit, select the 'move' button, and click up to 2 places away from the unit. (Post-compo dream: That people can see where they can move!)

When you have a good amount of Basic Resources, you can make a Builder. A Builder makes Factories. (Post-compo dream: Roads!) Factories take 2 Basic Resources and turn them into 1 Advanced Resource.

Use Advanced Resources to make Fighters. Fighters can move through enemy territory, destroy enemy units, and capture enemy cities.

You won when you capture the last enemy city, which results in the other country to stop existing! Yay conquer!

Ratings

Coolness 47% 1468
Overall 3.13 570
Fun 2.67 782
Graphics 2.79 654
Humor 2.42 454
Innovation 2.75 705
Mood 2.95 484
Theme 3.21 823

Feedback

BloodJohn
13. Dec 2015 路 20:15 UTC
Please build webGL version!
Ovidios
13. Dec 2015 路 20:47 UTC
While I like 2-player games, I didn't have anyone around right now, so I played against myself. The first city's location seemed pretty unfair. Player 1 was right next to a river which probably was what slowed his production down a lot. Also 眉layer 1 was like 10 tiles away from the nearest forest, while player 2 could reach one in a single turn. It's very simple right now but there are lot's of ways to add depth to a game like this. Highest priority feature for a post compo release would be an AI-opponent imo.
Still fun overall! ^^
馃帳 Gemberkoekje
13. Dec 2015 路 20:50 UTC
@BloodJohn I will look at this tomorrow.
馃帳 Gemberkoekje
13. Dec 2015 路 20:52 UTC
@ovidos thanks for playing. I agree with all your points, game needs just a bit more tweaking at this point, as well as a bit of UI improvements
Gornova
13. Dec 2015 路 22:09 UTC
some ideas:
- add a "generate world", an explanation is always a good thing!
- some little sounds ? I mean maybe done with http://www.superflashbros.net/as3sfxr/
- less transparent panel for instructions, to be more readable (IMHO)
- concept is good, but you should add a basic AI, otherwise is boring. Idea: produce a little, then create fighter, so player have to defend!
et1337
14. Dec 2015 路 18:52 UTC
Love the colors. Cool world (proc gen I assume). Some interesting ideas. I like the visualization of growth. But why does everything seem to take at least 20 turns to build?
馃帳 Gemberkoekje
14. Dec 2015 路 18:54 UTC
@Gornova All valid, unfortunately I ran out of time :P
@et1337 Thanks for playing, it really needs a bit of balancing.
ninos
14. Dec 2015 路 19:15 UTC
I loved the economical part in this game, really made it great :D
amras0000
15. Dec 2015 路 22:19 UTC
biggest issues in the game right now:
-the maps are too big, takes forever to get to the other player's play area, and with the max zoom as it is it takes a while to even find them.
-it takes far too long to create units, at least initially. A 4x game like this should never start with 100 turns of both players waiting for a settler, especially in a hotseat. Maybe allow the players to choose starting locations so they're both in forest?
-To get my warrior across the map, I had to: rightclickdrag to get my carea to him, click on the warrior, click on the 'Move' button, click on the space I wanted him to move, click end turn, rinse and repeat. My mouse hand is cramped up now. This would be easily fixed with a hotkey for "next warrior" (tab?) and a hotkey for movement (M?). I couldn't be bothered to get more than one warrior to enemy territory because scaling such a huge territory was painful with even the one.
-There's no end-of-game. When all a player's cities are sacked, nothing happens. I'm guessing this is to allow a player with a warrior to retake a city, but there didn't seem to be a way to destroy warriors from what I could tell? I know one of mine did get despawned, but I don't know how.

Otherwise, the mechanics are actually really solid, and the production chain makes for that great dynamic of building up an economic base, and timing the start of the war machine just right.
hpearson2
17. Dec 2015 路 20:38 UTC
Video is set to private
Shurty
21. Dec 2015 路 00:01 UTC
Nice work, the economical part is trully interesting
馃帳 Gemberkoekje
23. Dec 2015 路 14:37 UTC
Video is now public! sorry!
adrian09_01
23. Dec 2015 路 16:08 UTC
Boring. No two button controls,but Growing theme is creatively used.
馃帳 Gemberkoekje
24. Dec 2015 路 06:20 UTC
Oy, your left and right mouse buttons are still 2 buttons! ;)
anotak
24. Dec 2015 路 14:11 UTC
Seems interesting, but I don't have a 2nd person to play with.

Minor nitpicks:
Weirdly long loading time at start, and text was hard to read because of size/color/translucent background